Setting Addressable Assets to connect with the Google Cloud

Badger Dox
3 min readDec 2, 2019

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Part 2 of 3: Setting up Unity3D’s Addressable Asset Package to connect to the Google Cloud

Previous tutorial: Part 1 of 3 — Google Cloud setup.

With a bucket set up on Google Cloud to hold our remote Addressable assets, it’s time to configure settings within Unity3D. Being able to connect to remote services is simple and only takes a handful of steps. Make sure your Addressables Groups window is open and create a new profile. It is essential to make a new profile to insolate any changes that we will be making from effecting other settings within your project. Here is a guide that has more information on profiles.

(づ ̄ 3 ̄)づ

Create a new profile using the drop-down within the Addressables Groups window goto Profile → Manage Profiles.

Once in the new window select Create → Profile and name it GoogleRemote.

Caution set the new profile to active highlight profile → right click → Set Active

Confirming that your GoogleRemote profile is active, search for the RemoteLoadPath field in the window. The link generated in the previous tutorial will be pasted here.

Before

After

Now change the default configuration of AddressableAssetSettings. Open the scriptableObject from the Project window goto Assets → AddressableAssetsData → AddressableAssetSettings.

New options will be displayed within the inspector. Looking specifically for the Catalog dropdown. In this area check the box Build Remote Catalog. Then change the current BuildPath option, to RemoteBuildPath. Under that will be Load Path change this to RemoteLoadPath.

Your project’s addressable assets now possess the ability to connect to your Google Cloud Bucket. To generate the remote files that Unity will use load assets from the cloud just build your addressable assets.

With a few clicks the assets will be built. Addressables Groups Window → Build Dropdown → New Build → Default Build Script. After your addressables build successfully there will be a new folder within the projects Assets Folder. The new folder is named ServerData, you must have these files before you are able to move on. Check this status from the project window by highlighting Assets → Right-clicking → Show In Explorer.

IMPORTANT You need to have 3 files within the folder(s) inside of the ServerData folder. The files should be a JSON, HASH, and a BUNDLE.

After the project successfully creates its own versions of these files you are now able to utilize the cloud.

Victory will soon be yours! Section three is where we build the game and officially load our Addressable Assets from our Google Cloud Bucket .

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